Computer Graphics
What you’ll study
Graphics input, storage, output and communication devices, common display devices and the raster-scan CRT. Scan conversion — scan-converting points, lines, circles, ellipses, arcs and rectangles, region filling and the side effects of scan conversion. Two- and three-dimensional graphics transformations — geometric, coordinate, composite and instance transformations. Two- and three-dimensional viewing and clipping — viewing transformations and clipping algorithms. The mathematics of projection — perspective and parallel projection. Geometric representations — the wire-frame model, curve design, interpolation and approximation. Hidden surfaces — depth comparison, the Z-buffer algorithm, the painter's algorithm and the scan-line algorithm. Colour and shading models — light and colour, the Phong model, interpolative shading methods and texture.
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